/Engine/Source/Runtime/Engine/Classes/Components/AudioComponent.h
Start a sound playing on an audio component on a given quantization boundary with the handle to an existing clock
virtual void PlayQuantized ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [UQuartzClockHandle](API\Runtime\AudioMixer\Quartz\UQuartzClockHandle) *& InClockHandle, [FQuartzQuantizationBoundary](API\Runtime\Engine\Sound\FQuartzQuantizationBoundary) & InQuantizationBoundary, const [FOnQuartzCommandEventBP](API\Runtime\Engine\Sound\FOnQuartzCommandEventBP) & InDelegate, float InStartTime, float InFadeInDuration, float InFadeVolumeLevel, EAudioFaderCurve InFadeCurve )